The Artificer Q
An Artificer Subclass
The famed Artificer Q, who has supplied the ruthless assassin James Bond for years, is renowned for his inventions and their ability to turn the tide of battle or escape the clutches of one's foes. Once relegated to the bowels of the city's stronghold, Q has surfaced to use his own creations in the adventuring world.
Tools of the Trade
By the time you adopt this specialty at 3rd level, you are deeply familiar with employing its tools.
Proficiencies. You gain proficiency with smith's tools and tinker's tools, assuming you don’t already have them. You also gain smith tools and tinker tools for free, the result of preparation you have done for this specialization.
Crafting. If you craft a magic item in the ring category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Q Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
|3rd||Chromatic Orb, Silent Image|
|5th||Cloud of Daggers, Mirror Image|
|7th||Counterspell, Melf's Minute Meteors|
|13th||Dimension Door, Storm Sphere|
|17th||Animate Objects, Seeming|
At 3rd level, you have learned how to create a ridable mechanical construct. The mount can take the shape of any of large four legged creature that can be ridden. The clockwork mount will obey all commands given to it by the rider it has been assigned to. See the below stat block for its actions and abilities.
The mount acts on the turn of its assigned rider and on their turn, the rider can verbally command the mount where to move (no action required to command it). The rider can then use their bonus action to verbally command it to take the Attack, Dash, Disengage, or Help action. If there is no issued command, the mount automatically takes the Dodge action. If the rider is incapacitated or dismounted, the mount acts on its own, focusing on protecting its assigned rider. The mount never requires a command to use its reaction.
The clockwork mount has two 'crossbow barrels' attached to each side of it. These barrels hold 3 arrows each, and you can command the mount to fire one per round as an attack. After all of the arrows have been fired, the barrels are empty and you can reload them during a short or long rest, provided you have crossbow bolts to do so.
If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The clockwork mount returns to life after 1 minute with all its hit points restored. Only one clockwork mount may exist at one time. If the mount is destroyed, the Artificer may create a new mount during a long rest as long as they have both their smith and tinker tools on their person.
The Artificer may assign the clockwork mount to another person other than themselves. That person will be able to use all of the abilities and features of the mount just as the Artificer would. The mount may only be able to be assigned to one person for the duration of its existence.
Large Construct, Unaligned
- Armor Class 15 (Natural Armor)
- Hit Points equal to five times your level in this class + your Intelligence modifier.
- Speed 40 ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 10 (+0) 10 (+0) 6 (-2)
- Skills Athletics +6
- Damage Immunities Poison
- Condition Immunities Charmed, Exhaustion, Poisoned
- Senses Darkvision 60ft., passive Perception 10
- Languages understands the languages you speak
Knockdown Charge. If the clockwork mount moves at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target must succeed on a DC 14 Strength saving throw or be knocked prone.
Slam. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: (1d8+4) bludgeoning damage.
Missiles. Ranged Attack: +6 to hit, range 80/320 ft., one target. Hit: (1d8+4) piercing damage.
Steady Rider. If a creature attempts to attack the rider and the mount can see the attack, it will immediately use it's reaction to impose disadvantage on that attack roll.
At 6th level, you have learned how to take any common ring and enhance it with a variety of special properties. After you finish a long rest and have your tinker tools available, you can give any non-magical ring one of the following properties:
- Adrenaline As a bonus action, you can push down on your ring and you regain a number of hit points equal to 1d4 + your Intelligence modifier. This can be used a number of times equal to your Intelligence modifier, after which the ring is once again a simple non magical ring.
- Escape tactics While wearing this ring, you have Advantage on Thieves Tools checks for picking locks.
- Sleepy Time As an action, you fire one poison dart up to 20ft to a creature of your choice and they must make a Constitution Saving Throw against your Artificer Spell Save DC. On a fail, the target falls unconscious for 1d4 + 1 rounds unless they are immune to falling asleep. The target wakes early if they take damage, or someone uses an action to shake or slap the target awake.
If the target succeeds on the saving throw, than they are poisoned until the end of your next turn. This poisoned dart can be used once, after which the ring is once again a simple non-magical ring.
- Smoke Bomb You can throw the ring up to 20 ft. When the ring hits a solid surface such as an object, a creature or the ground, it explodes and releases a 5 foot radius cloud of thick smoke. Any creature in the cloud is blinded while in the cloud. The smoke cloud dissipates in 1d4 rounds or if a stiff breeze, like from the gust of wind spell. This can be used once, as the ring is destroyed when it explodes.
- Sneaky While wearing this ring, you have Advantage on all Dexterity (Stealth) checks.
- Winning Smile While wearing this ring, you can cast the cantrip Friends. This can be used a number of times equal to your Intelligence modifier, after which the ring is once again a simple non-magical ring.
The ring loses its magic when you finish your next long rest even if you have unused charges. You may create one ring at a time, and you can assign the ring to yourself or to one other person. At 14th level, you have the ability to create up to two rings at one time. Each ring maybe assigned to different creatures for the duration, but you can not assign a ring to multiple creatures.
At 14th level, you have given your clockwork mount the ability to function on its own. It can now move and attack requiring no actions from its assigned rider, but it will always respond immediately to all direct commands it is given (no action required). The clockwork mount has also grown in effectiveness and can now:
- Multiattack The clockwork mount can make up to two slam attacks per round.
- Missile Swarm You are able to build bigger crossbow barrels. Each barrel can now hold up to 6 crossbow bolts each, and they each deal an additional 1d8 piercing damage.
- Poisonous Breath You have added a tank to the mount which holds a poisonous gas. As an action, the mount may exhale this gas in a 15 ft. cone. All creatures within the gas cloud must make a Constitution saving throw against your Artificer Spell Save DC or take 3d12 poison damage, and is poisoned. If a creature makes its save, it takes half damage. Any creature that is under the poisoned condition make repeat its save at the end of its turn. This effect may be used once per short or long rest, as you need to refill the tank after it is used.